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donald007duck

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10 Good

Converted

  • Biography
    like alomst anything to do with space
    my biggest interuption while playing games is my cat
  • Location
    florida
  • Interests
    trains, computer games
  1. my funnyest moment was (*forget what build) i deployed to a scout crash site and had just finished deploying my men around the alien crash site. i though i had cleared the rest of the site but upon inspecting the ship ...nothing. i figured oh great a bug now to find the alien...under the ship,under a rock,under some barrels when finally one of my men spotted the alien i had missed. sgt redshirt 3 was exausted and at the mercy of the alien when it did something unthinkable. on its turn it fired and missed the alien then decided the best place to hide was in the middle of a fire. this surprised sgt redshirt 3 and after hiding behind an explosive barrel he watched the last alien die. (ps yes i have my favirote teams and my redshirt team is always off the craft first) (nothing fells better than a redshirt running into an alien craft and using a basooka on a nuclear(unkown) power source and watching it blow) (*only one thing i dont understand governments actually ask me not to goto terror sites--the citizens would prefer to be nuked) ;P
  2. almost all of the above have happened to me . my main note is (on new map) being able to hide/walk through objects that you shouldnt be able to till you destroy them. also the auto path (when clicking to move through one spot to another) acts as if certain objects are non existant my example is the transformers outside powerplant,stacks of pallets,a pallet of barrels....ect note: cudos on the new ai as they have detected these flaws and are useing them judiciously (*like hiding in stacks of pallets) ******i think the ai issues hiding in stuff and my other items is due to map spaces appearing as empty rather than occupied by an object becouce the transformers on original map were solid and on the new map was just like a hologram(as icould shoot/walk through them)
  3. yep just encountered it. tried healing a 100% healthy person and medpack killed/hurt rather than heal. 14.11 --at least i can punish soldiers who miss the enemy and accidently hit their own troops. *they said the medpack contained good drugs....just didnt specify what kind of drugs or what they would do ;P
  4. agreed, just keep in mind if one of your troops does get mind controlled myself i would prefer a weapon designed to incapasitate rather than kill my soldiers who have been controlled. (like a riot shotgun*shooting beanbags*) somthing to damage them but more than likely to knock them out (for the battle) rather than having to kill them outright. missles with knockout gas, tazer bullets, nurotoxin bullets, concussion grenades, gas grenades-just to name a few and of course anyone downed this way would automatically take at least 80-95% health damage and need to heal before they could fight again. and these weapons would be human use only(little to no effect on aliens)<---unless researchable
  5. as game and timeline is not balanced for terror sites i will say this. why even show a event and make it avalible if nothing can be done(*well outside chinook range),however, once the game is balanced some players are going to be better than others ,the view of a good game is giving players options (good or bad) as long as it doesnt ruin the general gameplay. so one person plays ironman mode on insane, and another plays on easy. one person has their tech tree done well in advance another dosnt. giving the (*fuel tanks range) option for chinooks would allow the better players as well as inept players a choise so you've mastered the game and play with less soldiers anyway, or you just have really poor managment of resources having a way to increse (*not worldwide) chinook range would allow players to allocate resources differently i like the fuel tank option. every 3 slots= 1 tank = (more range) and you can add as many as you want untill all the slots are full. at that point its pointless to send but again its the players option not a forced option. you only want 1 main base then you take the penalties. you dont reaserch fast for the high priced dropship then again you face penalties. but being able to produce research to add fuel tanks in place of soldiers allows flexability. you want realism then look at dulies raid on japan. they dumped guns and equipment off the planes so they could add more fuel. you complain about not enough soldiers on an impossible mission thats xcom in a nutshell(overcoming the odds) sure the gameplay should be balanced but players should have a chance to play (win,lose) mabey 1/2 load soldiers will die on a terror mission but its the players choice to *try* not sit there knowing only way to play is build bases asap first month or you will lose game(or suffer) being unable to do anything just outside your chinooks rang. one other thing, you could also make it so that you can buy drop tanks that you have to equip on your chinooks every mission out of normal range(with limits). this would leave soldiers alone and have a monetary penality to reach the normal just out of range area. it would work just like the gun mounts on fighters but all you can do ie eq. extra fuel tanks (which dissapear after every mission you eq them) to sum it up(sry for length) let me play terror site with 1/2 chinook(with fuel tanks) at least i can try and lose rather than not do anything.at all. ((note: in my opionion maximum range(with max tanks) should be 3/4 of the globe keeping in mind that ufos can still shoot it down. if i dont do air cover ((chinooks should be able to fly farther than fighters))
  6. what i would like to see is during the main loading screen for the mission is some kind of moving loading symbol or bar(prefered) this would confort me or give me idea how long (even if not exact) till mission is loading and that nothing has happened such as a game crash. also once the chinook page is up it is missing the simple instruction(for people of lower intelegence) *click to continue* as far as the art allowing a file in which the game can slideshow from allowing addition pics to added sounds great. the other 2 options could be the game centers on the soldier nearest the movement(allowing you to know there is something moving nearest to sgt jones but not exactly where) this could help with locating the last alien giving you a generic hot/cold indicator. thus spreading out your men the movement centers on nearest man to the event the last option i see is setting up a submission page for original art(only) this would be simply stating that (for legality) *uploading your original pic(with signature) and clicking this box gives goldhawk the right to use,display,alter the art for in game use and is not responsible nor does it want reproductions. the art supplied was produced by this person and shall recieve no monetary gain from the art. in addition its easy to get people to supply free art just offer (mabey one of the extra kickstarter prizes) for the winners as well as their art being used for loading pages/movement pages within the game. *although most of the art recieved will be sub-standarded theres bound to be a few good submissions and there would be no legal strings as the page would state the arts use.
  7. yes im glad to hear its going in game this will allow games where you run out of alien material or money to produce good weapons and allow the old ballastic weapons to slowly chew invincable armor up. this will also help with stratagy where well placeed squad in cover with balsistic weapons can eventually kill a hardened opponent(if they survive long enough) and give a reason to spend the time getting snipers up on rofftops to weaken enemies. note:not currently in effect(since the last time i tried) i hope the higher a trooper is the farther they can see. this also would be a good reason to climb buildings and station snipers on rooftops for their los for spotting aliens for the ground troops
  8. kk i understand just a though as i pound on the ground lvl aliens over and over, never entering or looking at the buildings..completing mission after mission ........mabey i will blow a few up and kill some civilians.....wait there are none......(currently)
  9. i think ive written about this before(a while back) but playing v14 it is anoying when the aliens fire and hit your aircraft 1 time and unless its a short trip(unlikely) it prevents you from using your slightly used aircraft till it is repaired 100% the reason for this is not that the plane cant fight or fly its becouse the ground crews wont refuel a damaged plane i can see how any aircraft under a certain % of damage can not be tasked another mission till its repaired enough but i have even near begining of the game had the situation where i cant use a plane due to this issue its all about the timing. here is my example, 3 aircraft vs light scout= scout runs 2 aircraft vs light scout= scout fights what happens is only using 2 fighters = 1 fighter gets hit once causing an additional 2-4 hours(game time) untill the base will refuel the plane allowing the multipul ufos to escape becouse whil the plane can fly and fight at 95% of health its fuel lvl will stay at 0 untill the fighter is repaired 100% i think the order for the base should be rearm refuel repair allowing us to decide weather or not to risk a damaged fighter surviving its next encounter (*i think the current flyable cutoff is 50% damage-which is fine)
  10. here is a (*terrorsite?) or landing i would like to see in the game. have a setting where the alien ship has landed on the roof of a low level building/or unacessable landing site(from the ground) and you have to clear out the building next to it to get to an exterior stairwell that accesses to the ufo an example (ufo landed on a building colapsing it making it unable to access ufo from ground but right next to it is a 3 story building that you can shoot out some walls on lvl 3 to access the ufo.) another is ufo is on top of a ridge with building next to it. on the roof of building is walkway to ufo ship landing area. my idea behind this is to make the game more in depth rather than just everything on lvl1 with the occasional building to clear.
  11. yes i posted about this a while ago. im with the extended range option. (*if new dropship is late advncement) a helecopter fuel cell upgrade would be lovely. and like pervious post stated id be more than happy to have half the capasity or even 1/3 as long as i could reach the areas of the map i needed to. to make it simple for change all that would be neeed is a chanook varient (keep everything same but spots for soldiers and fuel range value) and would be a new build rather than an upgrade. and depending on what u have in store for the drop ship lvl the chanook upgrade could be right at start(when u get first aircraft upgrade). this would allow flexability even in later games when you might be short of cash but really need a cheap long rang transport (*if done the cost should be only slightly more than chanook ex chanook=200k, chanook varient = 250k) this does assume you have not allready made the dropship improvement early and cheap ***one other thought has occured to me another option (*for those with cash to spare) is chanook one way trips. troups will be able to reach any area on earth but at the cost of the chanook being lost
  12. first of all welcome! second as many people have allready stated i might as well add my preferences for AI ((*basic= civillians run away when in line of sight of aliens or xeonauts, run to hide behind landing site, or run to view alien ship*untill shot at)) ((*military = guard streets,move slowly to ufo perrimiter,or slowly move towards landing to guard civs)) ((aliens = guard ship, occupy buildings, or hunt to kill)) -----moderate ai funtions--- ((civilians=same as basic)),((military= same as basic)) ((aliens= race difference behavior--ex each race does what it does best((special abilities +basic(for each class))) ------advanced funtions--------- aliens have random individual personalities ((*sorry can remember diff class names atm)) example- for the soldiers ,one can guard ship(hideing cover nearby or roof/window nearby search and destroy all humans, search destroy active combatants,consentrate xeonauts only(unless fired upon by other) other class-roam ship, follow fellow aliens(for support), scientific(*defend itsself but activly seeking civilians) ***the major diff being between moderate and adv is the random element is more complex and varied from generic class to individual personality table...((ex 2 soldiers hunting xeonauts(1 cautious, 1 beserk) one would save points for reaction fire, other would not)) the first 2 catagories would allow basic repetitve assult tactics where is if you have time the 3rd would force alot more caution/rushing tactics as the civilians would be in alot more danger like in terror events. as well as the unknown of weather the alien you find/finds you has action points left. note:** having aliens deploy in different setups due to time taken would be a bonus. example if you respond to terror site asap the aliens would be located near their ship,where if you barely make it to the site before the nuke the aliens would be located in every building and even just outside landing site. **if possible this could also be very benificial to crash sites((if chopper is allready in air vs. allowing time to pass before sending chopper))<------------this may not fall under ai totally((but could effect alien personalities*as aliens would be entrenched)) anyway once again welcome and i bet at this time your strongly thinking of hireing a secretary and a code checker/tester.
  13. i tohught it was just a rare corrupt save but i have reproduced it 3 times what happens is a medium size ufo appears on my radar then i save. i fight the ufo lose then when back at geoscape i try to reload from my save point which freezes my screen and dosnt allow me to do anything from the save screen. the 3 tries the med ship was [1 }corvette] [2 }corvette] [3 }heavy bomber,2 fighters] after loading from the previous save point usually med ship dosnt reapear and any saves i make work again. ****note: some testing one save was after i launched planes to intercept, one before and one save after a battle i lost. ****************other bugs i have seen and are allready posted elswhere************ also during the terror map some aliens were invisable(till they died then they appeared) and some aliens changed their appearance when i killed them (one alien alive-different dead) ****one last bug i got a cdt during a ground war (reflex fire) after my soldier with the riot shield was hit and injured (only time so far i have seen it)---so far
  14. one new development i have seen is even if i click to lose my planes due to low fuel and they all get shot down/destroyed the game leaves the air combat graphics up and returns to main geo screen(i can only tell by bottom right corner. when i hit the escape button i can call up the menu to leave,load,save,,ect but at this point the game is corrupted and all kind of errors can occure. some i have witnessed is :mostly any option cdt the game one where i was at base menu(behind the air combat graphics) frozen hidden popups behind the graphics-then cdt ****and my most liked a 2nd air combat battle where i had alien craft fighting alien craft<---my jets looked like scouts idk what else as shortly after combat started game cdt
  15. yes the background vehicle was greyed out some addition information i had both starting vehicles one used one unused. the one i used was grayed out (and i still use it as is on the copter) the second one was not but could not select button transfer it or destroy it***untill i changed its weapon then all the other buttons were avalible. so i transferred it to other base once it was at other base(sometime after a save ) i tried to load it onto my copter but could not becouse it had greyed out and was now like my other vehicle (except i have never used it) ((note: at the time i tried loading it onto my copter i had already loaded from a save and fought a ground battle))
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